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mtgodot-poc/project/fx/effect_registry.gd
T

123 lines
3.8 KiB
GDScript

# EffectRegistry (P5) —— 按名字 / 路径找 `.mse`,缓存解析结果,生成 EffectPlayer。
#
# var fxr := preload("res://fx/effect_registry.gd").new()
# fxr.setup(assets_root)
# fxr.spawn("geompung_3_sword", weapon_bone_node) # 挂到某节点下播一次性
# var pv := fxr.spawn_at("hit_spark", world, global_pos)
extends RefCounted
const Mse = preload("res://fx/mse.gd")
const EffectPlayer = preload("res://fx/effect_player.gd")
var assets_root := ""
var _path_cache := {} # name -> abs .mse path ("" = not found)
var _spec_cache := {} # abs path -> parsed spec
func setup(assets: String) -> void:
assets_root = assets
# name 可为: 裸名 "xxx"(扫 **/effect/ 下 xxx.mse)· 相对 "effect/xxx.mse" · "d:/ymir work/.../xxx.mse"
func resolve(name: String) -> String:
if _path_cache.has(name):
return _path_cache[name]
var p := _resolve_uncached(name)
_path_cache[name] = p
return p
func _resolve_uncached(name: String) -> String:
if assets_root == "":
return ""
var rel := name.replace("\\", "/")
if rel.length() >= 2 and rel[1] == ":":
rel = rel.substr(2)
rel = rel.lstrip("/")
if not rel.ends_with(".mse"):
rel += ".mse"
# 直接 / 散包相对
for cand in [assets_root.path_join(rel)]:
if FileAccess.file_exists(cand):
return cand
var da := DirAccess.open(assets_root)
if da:
for sub in da.get_directories():
var c := assets_root.path_join(sub).path_join(rel)
if FileAccess.file_exists(c):
return c
# 裸名:按 basename 递归找(限定 effect 目录,限量)
if not name.contains("/"):
var bn := rel.get_file()
var hit := _scan_for(assets_root, bn, 7)
if hit != "":
return hit
return ""
func _scan_for(dir: String, basename: String, depth: int) -> String:
if depth < 0:
return ""
var da := DirAccess.open(dir)
if da == null:
return ""
for f in da.get_files():
if f == basename:
return dir.path_join(f)
for sub in da.get_directories():
if sub.begins_with("."):
continue
var r := _scan_for(dir.path_join(sub), basename, depth - 1)
if r != "":
return r
return ""
func spec_for(name: String) -> Dictionary:
var p := resolve(name)
if p == "":
return {}
if _spec_cache.has(p):
return _spec_cache[p]
var s := Mse.new().parse_file(p)
_spec_cache[p] = s
return s
# 挂到 parent 下(跟随 parent 变换),播一次性
func spawn(name: String, parent: Node3D, one_shot := true) -> Node3D:
var s := spec_for(name)
if s.is_empty() or parent == null:
return null
var fx: Node3D = EffectPlayer.new()
fx.name = "fx_" + name.get_file().get_basename()
fx.one_shot = one_shot
fx.build(s, assets_root)
parent.add_child(fx)
fx.play(one_shot)
return fx
# 在世界某点播一次性
func spawn_at(name: String, world_parent: Node3D, global_pos: Vector3, one_shot := true) -> Node3D:
var fx := spawn(name, world_parent, one_shot)
if fx:
fx.global_position = global_pos
return fx
func spawn_motion(event: Dictionary, view: Node3D, world_parent: Node3D) -> Node3D:
var effect := spawn(String(event.get("effect", "")), world_parent, true)
if effect == null:
return null
var anchor := preload("res://fx/motion_effect_anchor.gd").new()
effect.add_child(anchor)
if not anchor.configure(view, event):
effect.free()
return null
return effect
func spawn_target(event: Dictionary, target: Node3D, world_parent: Node3D) -> Node3D:
if not is_instance_valid(target) or bool(event.get("fishing_effect", false)):
return null # Fishing requires its separate water landing position.
var effect := spawn(String(event.get("effect", "")), world_parent, true)
if effect == null: return null
var anchor := preload("res://fx/target_effect_anchor.gd").new()
effect.add_child(anchor)
if not anchor.configure(target, event.get("pos", Vector3.ZERO), bool(event.get("following", false))):
effect.free()
return null
return effect